Search found 314 matches

by LouMan
Mon May 09, 2005 7:37 pm
Forum: Map releases
Topic: Babylon IV Released
Replies: 18
Views: 4508

You all are too kind *LouMan blushes.

Attached is Rev 1 of Babylon IV. Changes:

1) Fix teleporter problem on level 1 near red base.
2) Reduced slide time on caution areas
3) Flags are prevented from being dropped on caution areas.
by LouMan
Mon May 09, 2005 9:38 am
Forum: Help: Map Making
Topic: flag spawn
Replies: 8
Views: 3233

Ah - missed that one! I will be looking at this technique for the next version of Babylon IV. Thanks trepan! :)
by LouMan
Mon May 09, 2005 12:27 am
Forum: Help: Map Making
Topic: flag spawn
Replies: 8
Views: 3233

Without going into semantics regarding "spawning" and "dropping", I too would like the ability to prevent flags from being placed in certain areas. The existing methods I am aware of to do this are: 1) Make the surface you don't want the flags on uneven, or sloped. 2) Make the su...
by LouMan
Fri May 06, 2005 1:28 am
Forum: Help: Map Making
Topic: Teleporter problems
Replies: 6
Views: 2628

For mesh to mesh teleporters: My solution to this problem has been to place small standard boxes (with the same width as the teleporters) underneith the teleporters and "inside" the mesh(es). Both the boxes and teleporters should be elevated by a small amount from the mesh(es). This will a...
by LouMan
Thu May 05, 2005 7:32 pm
Forum: Map releases
Topic: Babylon IV Released
Replies: 18
Views: 4508

Babylon IV Released

Attached is a new map available for hosting (and screenshots), called Babylon IV. I am currently running it at louman.homelinux.net:5150, but others are more than welcome to host it - hopefully with a faster connection. I will be taking a break from map making for a while, before my wife files for d...
by LouMan
Mon May 02, 2005 1:32 am
Forum: General Map Making Discussions
Topic: ModelTool for OBJ to BZW conversion
Replies: 95
Views: 73519

Help

Could someone please compile the latest version of the modeltool source for Windows and post it here? I would really like to use the new features of the tool, but I don't have a C++ compiler for Windows... Thanks!
by LouMan
Wed Apr 27, 2005 8:39 pm
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

Camelot Revision 1 - Complete

As far as I can tell, I have corrected the previous errors with Rev. 1 and I have attached it for hosting purposes.
by LouMan
Tue Apr 26, 2005 9:34 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

Camelot Rev. 1

Ok, after talking with Master trepan, :D it seems that I have royally screwed up the normals in these maps. I will be going back to the drawing board with them, so, for now, Rev. 1 is defective. I will release Rev 2 when I have figured out how to correct these issues and I have thoroughly tested it....
by LouMan
Tue Apr 26, 2005 3:12 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

Camelot Rev. 1, again

Oh I must be tired. Messed up again (forgot to change over texture urls) - wish I could remove my previous messages :oops: :oops:

Here, I hope, is the last post of Rev 1.

Very sorry.
by LouMan
Tue Apr 26, 2005 2:36 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

Camelot Rev 1 - again

Oops,

Forgot a few physics settings on the previous attachment's map. Sorry - here is the 'real' Rev. 1. :oops:
by LouMan
Tue Apr 26, 2005 2:13 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

Camelot Revision 1

Attached is Revision 1 of Camelot. Changes include:

1) added normals to all vertices
2) corrected several spawn within building issues
3) sealed center tower with colored windows

There are a couple of screenshots attached as well, showing the effect of the normals, windows, etc.
by LouMan
Mon Apr 25, 2005 9:24 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

I have tried it several times with "connection updates" turned off, but it still downloads them every time. :?
by LouMan
Mon Apr 25, 2005 12:55 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

Also, I noticed that the textures are being stored in my "C:\Documents and Settings\Owner\My Documents\My BZFlag Files\cache\http\trepan.bzflag.bz\tiles" directory - is this correct?
by LouMan
Mon Apr 25, 2005 12:47 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

I have trouble with updates every time too. I have my "automatic downloads" and "connection updates" both set to "on", but it still downloads the textures every time. I tried changing them around to no avail. I am running a Windows client - does that make any difference...
by LouMan
Sat Apr 23, 2005 12:44 pm
Forum: General Map Making Discussions
Topic: Map testing without a Server...
Replies: 6
Views: 2084

Server Through a Router

I am currently running my server through a Linksys router. To do so, I had to open ports on the router through it's port forwarding settings. I set up the router to forward ports 5154 and 5150 to the static ip of my computer that is running the server. It is difficult to set this up - I spent about ...
by LouMan
Sat Apr 23, 2005 3:48 am
Forum: Map releases
Topic: Camelot - Released
Replies: 15
Views: 4731

Camelot - Released

Attached is the Camelot map .bzw file (zipped). It is being hosted on louman.homelinux.net:5154, but as usual I would like to see if someone could host it on a better connection :wink: It should be noted that this map is pretty heavy on the graphic engine and if a client is not running decent video ...
by LouMan
Fri Apr 22, 2005 9:39 am
Forum: Map releases
Topic: Coming soon - Camelot
Replies: 6
Views: 2936

Sir Pants,

I have already posted a number of objects that I created (including the pine tree) in the prefabs section - see http://my.bzflag.org/bb/viewtopic.php?t=3228
by LouMan
Fri Apr 22, 2005 3:28 am
Forum: Map releases
Topic: Coming soon - Camelot
Replies: 6
Views: 2936

Coming soon - Camelot

Attached is a screenshot of a map I have nearly completed and that I should be hosting & posting in the next few days (after I test it for bugs for a bit). It will be called 'Camelot' and will be a red vs. blue CTF style game... :D
by LouMan
Fri Apr 15, 2005 12:58 am
Forum: Map releases
Topic: Island Hopping Map & Screenshots
Replies: 21
Views: 6494

In response to Dervish - thanks! I haven't had the trouble you have had with the shots, perhaps I don't spend enough time looking at the radar :wink: Besides, if you are on the same level as the shots, I believe they appear pretty much the same as being on ground level (with the mesh superimposed be...
by LouMan
Fri Apr 15, 2005 12:51 am
Forum: General Map Making Discussions
Topic: Help with texture coordinates?
Replies: 6
Views: 1911

Attached is a pdf file (zipped) that describes the .obj specification in great detail. I haven't looked through all of it, but it seems very complete.
by LouMan
Thu Apr 14, 2005 10:28 pm
Forum: General Map Making Discussions
Topic: Help with texture coordinates?
Replies: 6
Views: 1911

The website indicated in my previous post is decent as far as describing .obj specifications. I did a search on Yahoo for "Wavefront .obj specifications" and had a number of good hits. By the way, I have altered my previous conversion tool and it now (so far) converts the texcoords properl...
by LouMan
Thu Apr 14, 2005 2:41 am
Forum: General Map Making Discussions
Topic: Help with texture coordinates?
Replies: 6
Views: 1911

btw - I looked some info of obj files and found this from a website (http://ftp.ora.com/gff/CDROM/GFF/TEXTONLY/SUMMARY/WAVEOBJ.HTM): "It is also possible to reference points using negative indices. This makes it easy to describe the points in a face, then the face, without the need to store a l...
by LouMan
Thu Apr 14, 2005 1:32 am
Forum: General Map Making Discussions
Topic: Help with texture coordinates?
Replies: 6
Views: 1911

Thank you for the information - what you have written makes sense. I'm not sure what's up with the LightWave exported .obj files - I'll play around with it a little more to see if I can come to understand it :roll: The key question I have is this: How are the .obj vt coordinates translated into .bzw...
by LouMan
Wed Apr 13, 2005 9:48 pm
Forum: General Map Making Discussions
Topic: Help with texture coordinates?
Replies: 6
Views: 1911

Help with texture coordinates?

I have been trying to utilize the UV texture functions of my modeler to apply materials evenly to tripled vertices, etc. and I have been stuck for a while due to my own ignorance :? The following is a simple exported obj file of a cube with UV textures applied to it: #### # # OBJ File Generated by L...
by LouMan
Fri Apr 08, 2005 2:59 am
Forum: Map releases
Topic: Island Hopping Map & Screenshots
Replies: 21
Views: 6494

Rev 4

Island Hopping Rev 4 is attached for hosting purposes (thanks Thumper :) )

Changes include:

1) larger islands
2) more consistent jump pads
3) fixed errant vertice on island mesh